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Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
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Maybe 
all editors are there....

preach, you've got email. 
Toetag 
Does Toetag work in Linux, since Apple's current operating system is mostly Unix based ? 
No 
Would using a GPU for VIS be a possible (and sensible) idea? 
 
"Does Toetag work in Linux, since Apple's current operating system is mostly Unix based ?"

No, it heavily relies on Cocoa and Objective-C. The underlying OS isn't really a factor. 
Linux Mapping 
Radiant is probably your best bet, either the venerable GTKRadiant or the somewhat newer fork NetRadiant. 
Necros 
What went wrong with your building outside the limits experiment? I don't remember :P

I'm thinking of a similar sort of thing, a brushwork skybox. 
The Hell, Will It Ever End! 
99.60% and it takes longer than forever even on a quad core machine. At this rate, I estimate it will be done in around five days. However, the problem is that I will be out of town for a month tomorrow (I'll still have a computer available, but a slow one).
So, does anyone here by chance have a really fast machine and is willing to help me out? Willem, that 16 core thing of yours - would it be possible to use it for this or is it only for work stuff? 
 
ijed: absolutely nothing! you can build outside the +/-4096^3 playable area to your heart's content, just don't ever let the player walk past that boundary because they 'loop' back to the opposite side of the map (like in pac-man) but the collision behaves as if you hadn't looped back.
also, don't let the player shoot projectiles past the boundary because they loop back too. if this is for RQ, it would be a good idea to place triggers along those boundaries to remove projectiles.
also, as a side-effect to this looping, you can't place any point entities outside the boundary, but bmodel entities are ok.

there is a hard limit though. you can't build past +/- 8192. anything beyond that doesn't get displayed at all. in fitzquake, it looks like you have farclip on-- it's just cut off at that point and you see the void (or hom).

this behaviour is attributed to the fact that the coordinate system of the server runs on variables twice as large as that of the client. 
Negke 
Play russian roulette: Set up a script that zips and uploads the file in 120 hours, then shutdown the pc. 
 
negke

I could try and run it but it IS a work machine. I can't tie it up endlessly with a VIS process... 
Hehe 
with 16 cores, just keep like 4 for you and the rest for vis. :P

well, unless it's used for cg rendering or something and let me tell you, 16 cores rendering would be pretty damn badass. 
Thanks 
 
Re: 9035 
are you could just make a script upload the file every few days along with it's .vis file to the same spot and you can keep checking to see when you have a complete map by starting the vis process up on your slow machine. 
Negke: 
there is a hard limit though. you can't build past +/- 8192. anything beyond that doesn't get displayed at all. in fitzquake, it looks like you have farclip on-- it's just cut off at that point and you see the void (or hom).

this behaviour is attributed to the fact that the coordinate system of the server runs on variables twice as large as that of the client.


this is not quite right. Both server and client use floats for their coordinate system, but the network protocol uses a special 13.3 fixed point format when sending coordinates. This means 13 bits devoted to the integer part of the number, and 3 bits devoted to the fractional part. So the precision is 1/8th of a quake unit, and the highest possible number is 4095.875 (lowest is -4096)

so when a client is rendering anything with coordinates that come from the server, it will never be outside that range. But the server side location and physics are actually working, just what you see is wrong.

The question of how far quake can draw world polygons should just be covered by the gl_farclip distance, which is configurable in some engines. Not sure if there are any other factors besides that. 
 
I made a google group because this forum is not very efficient, its only one thread. 
9040 
oh sorry. when we were talking about it before, it was a little complex so i guess i forgot some of it.

i'm not really sure what was happening regarding that 8192 hard limit, but that no matter what gl_farclip setting i set, i could never seen beyond, what i was guessing would be 8192 units away from the origin.
there was a solid cut off with just void at that point that didn't move at all. 
Necros: 
hmm, must be some other cause then, maybe the vis tool uses some distance limit? Does it show up with r_novis 1? 
 
Willem: Hm, I see. Don't want to cause you any trouble of course. I just want to finally get this thing out for good (and as soon as possible, not only in October). Maybe you could at least let it run during a lunch break for an hour or so to see how much progress it makes? I would then continue from there.

Spirit: Indeed, but I don't like the idea of leaving the computer on for such a long time when I'm not around. 
 
negke

Sure, email it to me or put it up somewhere I can download it. I'll run it overnight or something if you want... 
Excellent 
 
 
if anyone is still interested, my solution to my problem above with long vis times was simply to remove all the terrain into a seperate map. that map will only get a quick vis, leaving the left-overs of the original to get a full vis (which only took 20 hours vs 700-1200~, lol). 
 
What does that mean? Can you have separate maps like that for release, or is this just a way to let you iterate without killing yourself? 
Necros 
I am confused about what you said.. Is it really possible to fastvis only one part of a map, and then fullvis the rest of the same map ? How do you do that ? 
Do You Mean 
Having a .bsp placed in the map as a model? 
 
sorry for the confusion, i just meant that i split the map up. the first portion has enough terrain to connect the interior areas, but i reworked gameplay such that the majority of the terrain could be removed and placed in a seperate map to be played linearily after the first.

terrain seems to be a serious vis killer. all those odd angles and varied planes really fucks the BSP process up resulting in thousands of extra portals or whatever. since the terrain section is mostly wide open anyway, and vising would have limited to no effect, that map will just be fast-vised. 
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